I think you need to stay closer to your opponents. Let them get in front of you and whenever there is a barrier, they will crash into it, thus giving you the opportunity to break through without risking your run
I managed to get a winning run when i was uploading the video, so i couldn't put it into this video Would you like me to upload the footage? It's a 12 minutes long run
Now im interested to try this "settings" but probably without Plak Graphics cuz i dunno if my Intel HD Graphics 5000 could handle it XD Always wanna try more opponents and harder cops
fyi, if you use modloader, the game gonna crash. thats VLT-Ed issue, idk why but untill now the problem doesnt fixed yet. if you using modloader, better to disable it or manually input your modloader mod into the game (and this method is really pain in the a** lmao, but really worth it for me.)
@@r-resnet2841 I'm not using Modloader, currently using Redux Lite v3 with some adjustment to the graphics scripts focused on performance. I do have backup in case of something goes wrong with my 'experiments'
I think you may want to change your car because it's too light for pursuit. Try something that has good weight and grip like r34, 911 (old or new both are good) or whatever the cars that ai uses to consistantly get in front of you. Of course just a small suggestion, i still would like to see you keep using ur ae86, its handling is just too good.
In VLT you head to gameplay > baseelement, then you can add the "CatchUp" nodes which is basically the rubberbanding function of the game, the "CatchUpSkill" value will multiply the racers acceleration by whatever value you put into the CatchUpSkill value (4 means the racers will rubberband with 400% acceleration) Here's my CatchUp values as reference in "baseelement" node CatchUp = True CatchUpDerivative = 0.001 CatchUpIntegral = 5E-05 CatchUpOverride = True CatchUpSkill = 10 CatchUpSpread = 1